TLDR: Added a sprint state to GAS character but it doesn’t sprint in game.
I tried to enable the Sprinting state to the Game Animation Sample project by doing the following:
-
In the character blueprint set
Sprint
as the Gait returned whenWantstoSprint
andFullMovementInput
are true.
-
Created a new Pose Search Database and registered in the Chooser Table under the conditions:
OnGround, Stand, Moving, Sprint
.
-
Using Control Rig + Sequencer, I loaded the
M_Neutral_Run_Loop_F
and changed the rotation of some bones. Saved withBake Animation Sequence
.
-
In the animation browser: Activated
EnableRootMotion
andForceRootLock
.
-
The newly created PSD is populated with the same animations as Run except the run forward, which uses the new anim sequence.
-
Debugged the Gait value to confirm it is in the
Sprint
state when it should (by pressing Shift in my case).
The problem: The character doesn’t match the new animation when sprinting, it continues to display the forward Run animation.
In the animation browser I noticed that in the OG run animation the character actually moves forward. In my first attempt the new animation stands still, so in a 2nd attempt I also animated the root bone moving forward. Both attempts failed, so I’m wondering if I missed a step or misunderstood a concept because I don’t know why the sprinting is not working.